Holoparasite Rework [already being made ~ just want feedback]

You need 2 potential to store small items
You need 3 potential to store normal items
You need 5 potential to store bulky items

You need 3 range to use non-lethal ranged weapons
You need 4 damage to use 2h melee weapons
You need 5 range and 5 strength to use lethal firearms

You start with 1 in everything and have 8 points to distribute if you take dexterity.

I’m not sure what my favorite would be, but I’d probably go for 5/5/1 regardless of which two I maxed. They all have their own set of benefits.

Keeping in mind dexterous was ultimately removed for being too powerful due to its flexibility iirc. Being able to do surgery, and operate machines such as sleepers (even with nerf) is underappreciated.

See, the problem is, you end up with having almost nothing to put in range/defence. That’s not good, and what you suggested would mean almost completely disregarding them, and builds being very uniform and similar.

It just costs way too much imho, threshold wise/base point wise. It needs like 2 or 3 points leftover at least, to allow an holopara to actually move or not take 20 000 points of damage

It’s not like it’s ultra important balance wise anyways, we both might be completely wrong. I guess we’ll see in game directly, and look at the variety of builds who use dextrous, and if people even pick it or the consensus is “nah it’s bad” at which point a buff pr can be made

5 Range / 5 Potential is great - you can operate non-lethal firearms or be a slightly lesser melee attacker (or both), and can store a duffelbag of assorted supplies in yourself for different situations

5 Range / 5 Damage can use any weapon of any kind at the cost of being able to store most items - can still pack a little extra like a synthflesh patch or atropine pen to pick your host back up in a pinch. Can also pick up and use anything that happens to be nearby. Highest power option and still maintain the ability to ability to interact with things most holoparasites can’t.

4 Damage / 5 Potential / 1 Range has a point leftover and won’t suffer from accidental recalls that cause holopara to drop it’s held item due to being actually glued to host. Get yourself a whip for hilarious shenanigans.

I don’t think no defense is especially bad personally.

At 1 defence, your holopara take more damage. It is not good at all.
I like your build suggestions, but I still they’d be much weaker than a explosive holopara, gravity or ranged, or even scout

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In terms of direct, raw power I would hope so!

I meant it overall, ruko
But as I said, it’s hard to judge without actually experiencing it in game. I guess we’ll see once this gets merged

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@itsmeowdev thank you so much for the tgui color picker, no more byond inputs :purple_heart::pray:


(note: the level 10 thing you see in the stats is just a debug thing - there’s a debug holoparasite injector that lets you go up to level 10 and have 99 max points, for testing purposes. max obtainable level in-game is still 5.)

(note: the “Basic Info” section just changes to that whenever you click on the Accent Color box)

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Also, Ruko is right - Dextrous is not intended to be a purely offensive holoparasite, and it is intentionally balanced that way.
I’m not a fan of adding more abilities that almost solely function as unique ways to kill or maim people, truth be told, and you’re going to see that reflected in this rework.

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Alright, I’ve changed it a bit - now, bombs just won’t detonate if it’s in someone’s head slot. This is the best I can do to prevent the stupid hard-to-avoid instakill without special snowflake shitcode.

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Yeah that’s completely warranted, it’s super unfun lmao

please stop overusing BlockQuote, it hurts my soul. use <Box textColor="label>

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BTW you should do something about the “frenzy” power. It’s quite fairly a bit shit because it ends up super hard to hit your target since you have to constantly move your mouse around them. Maybe lock the screen in place after the first hit, making it start to follow the holopara again after its targets move too far from it?

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Also I think something should be thought out for the assassins, as frankly the ability is just shit since it doesn’t really work bec8 the user is always exposed. Maybe add a threshold where the assassins tether is global so you don’t need to stand within eyesight of your target.

Inhand overlays… not the best looking, but much better than none at all.

23-07-26-1690370703-dreamseeker
23-07-26-1690370390-dreamseeker

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Also, the other ‘weapons’ have been implemented:

(note: Dextrous forces the use of a hidden ‘dextrous’ weapon, which forces punch damage to be around the same as a normal human, and no ability to smash down structures/walls with bare hands)

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23-07-26-1690386926-dreamseeker

it’s ballin’

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Maybe ways to create “False Alarms”? Like, the HP uses an ability and it tells everyone there’s a level 5 Biohazard? Or a Rad Storm?

Or a HP ability that mimics the stretchy arm power of the Changeling?

Also, I would like a speech prefix to do the HP/User communication. Like how # whispers or :i talks through an adjacent intercom

just did that earlier .p / :p

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Is the ranged rebalance still going to be applied? ideally tied to the tresholds… As i told you the other day the gatling gun armor piercing ranged holopara on it’s current state is quite broken, nerfing it would make it so people slowly stop choosing the ‘‘Meta’’ and try different ones, like bladed, dextrous, etc

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